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TheRay7
03/29/2003, 17:39
All superpowers are optional and can be turned off. Does that mean that if a clix with Energy Explosion attacks without using EE, he must first announce that he is turning off the EE?
We've been playing that the powers need to be announced if they are being used.
Which is right?

Thanks,
Doug

otter
03/29/2003, 17:42
I think it's always a good idea to announce what powers you're using, and if I'm not mistaken, don't the rules say something about that or have I just been playing that way for a long time?

bizarrome
03/29/2003, 17:58
The rules do say that the powers need to be announced. But it means that the powers listed as optional are just that for the game. For Example: If you and the other players decide at the beginning of the game not to use Energy Explosion and Battle Flurry than the game is played normally, but ignoring thaose abilities on all the figs in the game. It is a part of the game design to allow players to challenge themselves in different ways.:classic:

timclix
03/29/2003, 17:58
#1- not all powers are optional. You cannot choose to not use certain powers. #2- all powers are assumed to be in use unless you say they are not.

I always make a point to announce before I roll dice, just to be sure. "Electra will attack using blades on Kingpin" That way everyone understands if I am going to do my 2 damage, or roll for blades.

bizarrome
03/29/2003, 18:17
We were only disscussing the optional ones... And you can't assume a power like Flurry is being used because it can involve attacks on two seperate characters. The optional ones not being used is supposed to be agreed upon before the game begins as per the instructions.

Melkoloran
03/29/2003, 18:26
Originally posted by bizarrome
We were only disscussing the optional ones... And you can't assume a power like Flurry is being used because it can involve attacks on two seperate characters. The optional ones not being used is supposed to be agreed upon before the game begins as per the instructions.

That's about as wrong as you can get on this particular subject. From the rule book, verbatim:

"Super powers are in effect as long as they appear in the stat slot. If a super power is described as optional, it is assumed that the character is using that power unless the player controlling that character states that the power is being canceled. The owning player may cancel the effect at any time, in which case it is canceled until the end of the current turn. At the beginning of the next turn, it is assumed to be in effect again." [Rulebook - Important Game Concepts - Super Powers]

Skarn
03/29/2003, 18:36
Since I can't find the combined PAC on wizkids website, I can't tell if they changed it...is Super Strength the only optional power that you can't turn off? Basically the only reason it is optional is to tell me that I don't HAVE to pick that dumpster up as I run by it if I don't want to?

Caged Hulk
03/29/2003, 18:40
I also think that OPTIONAL is meant for one particular turn...you can't say, "let's not play with battle fury this game." (house rules always appy, though)

bizarrome
03/29/2003, 18:55
Well it has been a while since I read that. But as I said many people choose to agree to turn certain powers off for the duration of the game to make it more or a different challenge.

Melkoloran
03/29/2003, 21:52
That's fine, that's just house rules. But that's not how the game is designed, so it shouldn't be represented as such.

galaga88
03/29/2003, 22:30
The point of the optional powers is to allow you to do things involving your figures while ignoring any detriments. It is also to clarify that people with energy explosion, blades claws fangs, etc, don't have to use them on every single attack. Here's some examples.

If stealth wasn't optional, you couldn't gain LOS on an allied hiding Blade, and use a helpful power such as Probability Control.

You may not want your defense power active, if you're trying to heal somebody adjacent to your defender.

Nothing would suck more than Spider-Man super-sensing his way out of healing.

Perhaps you don't want to impervious away a click from pulse wave that puts you at a better click.

If you mind control somebody with Willpower, you'd better be sure you announce they're turning off willpower before you make them push.

HeroComplex
03/29/2003, 23:59
Just a few quick points---

1. Support ignores modifiers to the attack, and so even if you wanted to use Defend, you wouldn't be able to. The Support attempt bypasses Defend.

2. If Pulse Wave is against multiple figures, then it is untargeted and cannot be reduced or dodged with Impervious. Impervious is only a factor with single-target Pulse Waves.

galaga88
03/30/2003, 00:01
Originally posted by HeroComplex
Just a few quick points---

1. Support ignores modifiers to the attack, and so even if you wanted to use Defend, you wouldn't be able to. The Support attempt bypasses Defend.

2. If Pulse Wave is against multiple figures, then it is untargeted and cannot be reduced or dodged with Impervious. Impervious is only a factor with single-target Pulse Waves.

Shoot, I figured I'd muck something up. Still, I think the general point is carried over.

JoFo
03/30/2003, 11:43
Originally posted by Melkoloran
That's about as wrong as you can get on this particular subject. From the rule book, verbatim:

"Super powers are in effect as long as they appear in the stat slot. If a super power is described as optional, it is assumed that the character is using that power unless the player controlling that character states that the power is being canceled.." [Rulebook - Important Game Concepts - Super Powers]

But that wording is actually is actually kind of silly. Take Gambit for instance. Both EE and RCE are in his slot at the same time, but you can't assume that both powers are being used.